Request for a "Hello World" basic tank game
by William Urban · in Torque Game Builder · 06/30/2006 (7:31 am) · 4 replies
Hello all, no this is not a "Plz wr1te my game 4 me tks!" Request. There has been discussion that the Torque Network code for TGB is "lite" but still reacts to state changes. So I am wondering exactly what this means.
Can you write a real time network application where you have say two little tanks fighting. One controlled by each player. (The typical 'My first multiplayer game'). When a player hits forward, it sends a packet to the server "is moving forward" which the server then sends to the other player. That player is doing his own thing as well and uses some client side prediction model to say well he was here, and if he's going forward that will put him here. Then allowing the server to control all collision detections, packets such as
bool isGoingForward
bool isGoingReverse
bool isTurningLeft
bool isTurningRight
bool isShooting
With just a small amount of network traffic with packets like these, can you make the torque lite networking engine become a "real time" game? I know it won't handle ghosting and other things like that, but simple packet communication combined with some client side prediction and combined with interval "update all" packets to all players should work right?
Ok, now Plz wr1te my game 4 me tks! :)
-Will
Can you write a real time network application where you have say two little tanks fighting. One controlled by each player. (The typical 'My first multiplayer game'). When a player hits forward, it sends a packet to the server "is moving forward" which the server then sends to the other player. That player is doing his own thing as well and uses some client side prediction model to say well he was here, and if he's going forward that will put him here. Then allowing the server to control all collision detections, packets such as
bool isGoingForward
bool isGoingReverse
bool isTurningLeft
bool isTurningRight
bool isShooting
With just a small amount of network traffic with packets like these, can you make the torque lite networking engine become a "real time" game? I know it won't handle ghosting and other things like that, but simple packet communication combined with some client side prediction and combined with interval "update all" packets to all players should work right?
Ok, now Plz wr1te my game 4 me tks! :)
-Will
#2
-Will
06/30/2006 (8:44 am)
I know, I have TGE as well but I like the idea of the 2D top down tank shooter game or similar and I want to get my feet wet with TGB. Plus it seems the camera is way easier to control with TGB as opposed to the code re-write to make the advanced camera stuff from TGE. I guess more my question is out of the box stock, with just scripts, is a real time little tank shooter arcade possible with the torque lite code. Using state change packets and client side prediction with update packets or is it truly "turn based" because of the latency in sending/recieving stuff.-Will
#3
07/04/2006 (4:39 pm)
I put a tank control object MiniTutorial on TDN. It's not perfect, but it will show you how to set up control for a top-view tank including a turret that is aimed by the mouse. As for networking, Matt Langley was working on a networking MiniTutorial with two players. He's got other stuff on his plate right now, so I cant say if/when that will be done, but you could check out the checkersDemo that comes with TGB for some clues on where to start.
#4
Lol! I think I'm using that code for my tank game! Great job, Thomas, It really helped me get started big time.
07/29/2006 (3:25 pm)
@Thomas---Lol! I think I'm using that code for my tank game! Great job, Thomas, It really helped me get started big time.
Torque Owner Pauliver
it could be done, you could also merge in some netcode from TGE that would handle ghosting ect..
**Edit** tge is BUILT for this, you should probably just use that..